(Last Updated: 08-11-2014 )
Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. This character ignores knock back.
2012 Wording: Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. A character using this power ignores knock back.
Official FAQ
•(Players Guide, 2014): Characters using Charge still follow standard rules of movement, including break away and the ability to carry other characters. However, a carried character must be dropped before the Charging character uses the Free Action portion of Charge to attack.
•(Players Guide, 06-2013): Characters using Charge still follow standard rules of movement, including break away and the ability to carry other characters. However, a carried character must be dropped before the Charging character uses the Free Action portion of Charge to attack.
•(HeroClix Website 04-30-2013): Blink and you might miss it: the last sentence was tweaked slightly. The overall effect is completely unchanged; however the old version sometimes caused some confusion so the power was altered for clarity. That’s all. REPEAT: THE FUNCTION OF THIS POWER HAS NOT CHANGED.
•June 2013 FAQ: Characters using Charge still follow standard rules of movement, including break away and the ability to carry other characters. However, a carried character must be dropped before the Charging character uses the Free Action portion of Charge to attack.
•(Official Wizkids Rules Forum) 08-11-2014: When attempting to activate an effect requiring a specific type of action to be given to activate that effect, a character can only activate one effect as allowed by that action type. Typically, this is referenced by a "give this character a _____ action" wording.
When an effect is activated through a specific type of action being given (regardless of the effect that is activated), the effect can be activated any time an action of that specific type is given. Typically, this is referenced by "When character is given a _____ action" wording.
Exploit Weakness and Flurry are both effects that can only be activated when a specific action type (in this case a close combat action) is given to specifically activate the effect. Only one effect can be activated per action given, so a character would have to activate either Flurry or Exploit Weakness, but not both at the same time.
Blades/Claws/Fangs may activate whenever a character is given a close combat action to activate any effect. Since both Flurry and Exploit Weakness activate on a given close combat action, Blades/Claws/Fangs may be used when either effect is activated. This is assuming the character can use all three powers at the same time.
When Blades/Claws/Fangs is used, the effect can be used for any or all attacks made within that one given close combat action. The d6 must be rolled for each separate attack. The result of the roll on a previous attack does not carry over to any subsequent attacks within that same close combat action.
HeroClix World Notes
•This power grants you a close combat action.
•Combos: This power can be used with: Flurry, Blades/Claws/Fangs, Incapacitate, Quake, Steal Energy, Super Strength (using an object as part of the attack), and Exploit Weakess.
•A Charge out of hindering terrain works at one-fourth the character’s initial speed. First, the character’s move is halved (provided it does not have any powers or abilities that allow it to ignore the effects of hindering terrain on movement) because it begins its move in hindering terrain. Then the move is halved again if the character chooses to use Charge.
•A character using Charge with Super Strength cannot pick up an object as it moves into a square adjacent to an opposing character (because you normally have to stop when you become adjacent to an opposing character), unless the Charging character has another power or ability that allows it to ignore the effects of other opposing characters on movement (such as flight).
•When a character uses Charge and the Carry ability, the standard rule of "replace, then modify" applies. The speed would first be halved and then, if another character is carried, it would be reduced by 2.